AI was used to generate voices for the characters in this game. AI was heavily used in the work of translating from English to other languages.
- Creator
- Belba Games PTY LTD
- Reviews
- -
- Added
- Jun 28, 2026
Public Steam disclosure research 25,383 disclosures tracked
Search developers’ Steam disclosures, compare classified AI use across games, and follow recorded changes. This index adds cross-game classifications and statistics to statements published on individual store pages.
Code help, debugging and other development work.
Capsule art, trailers and promotional material.
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Interactive or runtime AI features disclosed by the developer.
Groups reflect automatic analysis of public disclosures; mature records are excluded. These counts do not measure AI use across all of Steam. Missing or unclear statements cannot establish whether a game uses AI.
AI was used to generate voices for the characters in this game. AI was heavily used in the work of translating from English to other languages.
Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay.
Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually.
The game has AI-generated content - Images in the banners on the page - Images during the game - Translations and editing support
Players can freely converse with NPCs, and the game generates dialogue in real time based on the NPCs’ personalities and memories. The main storyline will be handled by AI agents, which will generate plots consistent with the game’s world-building. AI assists in creating CG scenes, background images, and character portraits.
Some graphic assets are made with AI.
This game uses generative AI tools to assist in creating certain environmental assets, which were then manually upscaled, recolored, and heavily edited for quality
Using AI BGM
Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools.
AI is used to help on music and art creation both out and in game.
Cavernreach contains very limited AI-assisted content, including some music/audio assets and promotional artwork. All gameplay, environments, programming, story content, voice acting, level design, and game implementation were created by the developer. Any AI-assisted assets used during development for testing or reference purposes have been replaced, recreated, or removed from the full release where applicable.
This game was developed using an agentic AI coding tool, the code was written with AI assistance, under the design, direction, and review of the developer. The game contains no AI-generated assets — models and textures are generated procedurally in-engine, audio (sound effects and music) is pre-synthesized with the developer's own non-AI DSP tools, and UI text uses system fonts. No AI content is generated at runtime.
Dark Dream contains pre-generated AI-assisted content used exclusively for marketing and promotional materials. This includes certain Steam store assets such as capsules, banners, promotional artwork, and the game's promotional trailer. The trailer was created using AI-assisted tools based on original characters, creatures, and creative concepts designed and owned by the studio. The in-game experience does not generate content using AI, and no AI systems are used during gameplay.
Portraits of fictional characters are generated using artificial intelligence.
Cutscene CG animations, background music and character artwork in this game are created via generative AI, with all assets pre-generated during development. All such content has been manually revised and reviewed to ensure full compliance with relevant requirements. 本游戏中的过场动画 CG 动画、背景音乐以及角色原画均是通过生成式 AI 技术制作而成,所有资产均在开发阶段预先生成。所有此类内容均已经过人工修订和审核,以确保完全符合相关要求。
Generative AI tools were used during the development of this game to assist with the creation and refinement of some visual assets, background artwork, character-related images, audio elements, voice content, narrative-related materials, localization, and programming code. All AI-assisted content was reviewed, selected, edited, and integrated by the developer to ensure that it fits the game’s artistic direction, narrative, and technical requirements. The game does not generate new AI content while it is running, and players do not directly interact with any live generative AI system.
Some model using AI
We plan to use generative AI to create partial assets including cutscenes and UI interfaces for this game. No AI-generated content has been implemented yet, and all planned AI materials will carry valid commercial licenses.
This game uses generative AI tools during development for selected pre-generated content. The main uses include assistance with character illustrations, background images, store page assets, promotional materials, music, and sound effects. Any AI-generated or AI-assisted materials are reviewed, selected, and edited by the developer before being used in the game or on the store page. The game does not use generative AI during gameplay to create new text, images, audio, code, or other content in response to player input.
We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know!
All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation.
Generative AI was used to assist in the creation of selected 2D images, sprite assets, and marketing artwork, including some Steam capsule and store assets. It was also used for proofreading and editing written text. All AI-assisted content was reviewed, selected, and refined by the developer before being included in the game or official marketing materials.
Generative AI was used for some marketing visuals, evidence assets, and music. All other content including scripts, character sprites, and game development was created by the developer.
部分场景模型,纹理使用ai辅助生成
Generative AI tools were used during development to assist with programming, debugging, text drafting, and localization drafts. All final game content, code, text, and store materials are reviewed and edited by the developer before release. The game does not use AI to generate content during gameplay and does not connect to external AI services while running.
There may be assets/code created by generative AI.
Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product.
AI was used to polish marketing images, localization, some small 3d models and textures.
Some sound effects and a small number of textures in this game were created with the assistance of AI tools and refined by hand. Subtitle translations across our nine supported languages were generated using AI from the original English voice acting. Voice acting was performed by real people, with AI tools used only for noise reduction and audio mastering. All AI-generated content was curated and finalized by human creators before being included in the game.
This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed.
The Event currently includes three AI-generated projector scenes used only as temporary placeholders, pending replacement with human-made artwork in the near future.(feel free to contact me for any possible collaborations) Aside from these placeholder scenes, the remaining voice work, including the double voice effects, was created directly by the developer.
The music in the game is assisted by artificial intelligence
The artwork (character art, backgrounds, and event illustrations), music, and the opening video in this game were created with the assistance of generative AI tools. All AI-assisted content is pre-generated during development — not generated live during gameplay — and was reviewed, edited, and arranged by the developer. We have taken care to ensure these outputs do not infringe existing copyrights and contain no illegal content.
I have used AI to generate images and translate texts.
Generative AI is used during development to assist with some character portraits, 3D environment assets, UI elements, narrative polish, and initial localization drafts. AI-assisted visual content is based on concepts and art direction created by our team and is reviewed, edited, and refined before use. Localization will be reviewed and finalized by a professional localization provider.
Music and marketing images.
Generative AI tools were used during parts of the asset prototyping and ideation process. All final game assets were significantly modified, refined, and curated by the development team before inclusion in the game.
We want to be fully transparent with our community about how we develop our game. In this project, we have integrated Artificial Intelligence (AI) tools as an operational support for our team. How we use it: - Process optimization: It helps us streamline technical tasks and repetitive workflows. - Efficiency: It allows us to deliver better work and move forward much faster. - Resource maximization: It enables the team to save time on mechanical processes to focus on the final game polish. Our commitment to craftsmanship: - Total human control: No element of the final game has been left solely to AI. - Expert review: Every technical asset or piece of content goes through a rigorous human editing filter. - Manual work behind everything: Technology only optimizes our delivery times, but there is always genuine craftsmanship behind every asset. - Guaranteed quality: We use AI to empower our team's capabilities, ensuring the essence and final finish of the game remain 100% human. Thank you for your constant support!
Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design. The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon. Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop. Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves. Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise. Remaining environmental assets were licensed through the Unreal Engine Marketplace. Everything else, the levels, the creatures, the paintings, the world, is human made. And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn. Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work.
Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services.
AI was used to develop some of the musical compositions.
AI was used to develop some of the musical compositions.
This game contains real-time AI-generated text.
We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented.
In Bungou Catharsis, we utilize generative AI across multiple stages of development to make production feasible as an independent studio.
AI was used to generate the voices, while LLM translators were employed for the language translations.
Some card illustrations were created with the assistance of image-generation tools, then hand-selected, edited, and arranged by the developer. Game design, rules, code, UI, and writing are human-made
We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us. AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters.
Some visual assets in this game (including 19 case file illustrations and the game icon) were created using generative AI tools during development and are embedded as static assets. The game does not use any real-time AI generation during gameplay. All player experiences are consistent and reproducible.
Pre-Generated Content: We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights. Live-Generated Content: This game does not contain any live-generated AI content.
| Title⇅ | Disclosure | Creator⇅ | Src | Reviews⇅ | Added↓ |
|---|---|---|---|---|---|
Deadly Match In-game content audiotext | AI was used to generate voices for the characters in this game. AI was heavily used in the work of translating from English to other languages. | Belba Games PTY LTD | - | Jun 28, 2026 | |
Cursed Merchant of Kyoto In-game content art | Some key art and illustrations in this game were created using generative AI image tools. No AI generates content in real time during gameplay. | aomaru works | - | Jun 28, 2026 | |
Casa de Cuy: A Finca Full of Fluff In-game content text | Generative AI was used to assist with localization/translation of in-game text. All translated text is pre-generated and included with the game as static content. The game does not generate AI content during gameplay. All artwork is hand-drawn, the music was created by human artists, and all programming was done manually. | Starline Arcade | - | Jun 28, 2026 | |
The Shadow In-game content arttext | The game has AI-generated content
- Images in the banners on the page
- Images during the game
- Translations and editing support | PlayBook | - | Jun 28, 2026 | |
图灵证言/专业版(自备API) Live AI textart | Players can freely converse with NPCs, and the game generates dialogue in real time based on the NPCs’ personalities and memories.
The main storyline will be handled by AI agents, which will generate plots consistent with the game’s world-building.
AI assists in creating CG scenes, background images, and character portraits. | Why_Studio | - | Jun 28, 2026 | |
S.I.F: The Missing Rescue In-game content art | Some graphic assets are made with AI. | ToWeirdos | - | Jun 28, 2026 | |
Tear of Stars In-game content art | This game uses generative AI tools to assist in creating certain environmental assets, which were then manually upscaled, recolored, and heavily edited for quality | SevenPearls | - | Jun 28, 2026 | |
Folding Dungeon In-game content audio | Using AI BGM | Hamus Game Studio | - | Jun 28, 2026 | |
Re:Born Isekai Company In-game content art | Certain in-game images and visual assets within this title were generated with the assistance of artificial intelligence (AI) tools. | WantBss | - | Jun 28, 2026 | |
Legacy Of Eternity In-game content artaudio | AI is used to help on music and art creation both out and in game. | Dayra Studio | - | Jun 28, 2026 | |
Cavernreach In-game content audioart | Cavernreach contains very limited AI-assisted content, including some music/audio assets and promotional artwork. All gameplay, environments, programming, story content, voice acting, level design, and game implementation were created by the developer. Any AI-assisted assets used during development for testing or reference purposes have been replaced, recreated, or removed from the full release where applicable. | Deep Rock Games | - | Jun 27, 2026 | |
POLYMINAL Dev only code | This game was developed using an agentic AI coding tool, the code was written with AI assistance, under the design, direction, and review of the developer. The game contains no AI-generated assets — models and textures are generated procedurally in-engine, audio (sound effects and music) is pre-synthesized with the developer's own non-AI DSP tools, and UI text uses system fonts. No AI content is generated at runtime. | Alexander Boczek | - | Jun 27, 2026 | |
Dark Dream Store/marketing art | Dark Dream contains pre-generated AI-assisted content used exclusively for marketing and promotional materials. This includes certain Steam store assets such as capsules, banners, promotional artwork, and the game's promotional trailer.
The trailer was created using AI-assisted tools based on original characters, creatures, and creative concepts designed and owned by the studio.
The in-game experience does not generate content using AI, and no AI systems are used during gameplay. | Radioactive Worm | - | Jun 27, 2026 | |
Your Murder Is Served In-game content art | Portraits of fictional characters are generated using artificial intelligence. | Christian Hubel | - | Jun 27, 2026 | |
16叠谋杀之谜 In-game content artaudio | Cutscene CG animations, background music and character artwork in this game are created via generative AI, with all assets pre-generated during development. All such content has been manually revised and reviewed to ensure full compliance with relevant requirements.
本游戏中的过场动画 CG 动画、背景音乐以及角色原画均是通过生成式 AI 技术制作而成,所有资产均在开发阶段预先生成。所有此类内容均已经过人工修订和审核,以确保完全符合相关要求。 | 糯米团子工作室 | 28 | Jun 27, 2026 | |
701病房 In-game content artaudiotextcode | Generative AI tools were used during the development of this game to assist with the creation and refinement of some visual assets, background artwork, character-related images, audio elements, voice content, narrative-related materials, localization, and programming code. All AI-assisted content was reviewed, selected, edited, and integrated by the developer to ensure that it fits the game’s artistic direction, narrative, and technical requirements. The game does not generate new AI content while it is running, and players do not directly interact with any live generative AI system. | Shuo Xu | - | Jun 27, 2026 | |
Restcue Unclear | Some model using AI | Seasonbean Team | - | Jun 27, 2026 | |
Wind Tiger Cloud Dragon In-game content arttext | We plan to use generative AI to create partial assets including cutscenes and UI interfaces for this game. No AI-generated content has been implemented yet, and all planned AI materials will carry valid commercial licenses. | Lungfu Studio | - | Jun 27, 2026 | |
検索探偵パテ太郎 In-game content artaudio | This game uses generative AI tools during development for selected pre-generated content. The main uses include assistance with character illustrations, background images, store page assets, promotional materials, music, and sound effects.
Any AI-generated or AI-assisted materials are reviewed, selected, and edited by the developer before being used in the game or on the store page.
The game does not use generative AI during gameplay to create new text, images, audio, code, or other content in response to player input. | Torasute | - | Jun 16, 2026 | |
Memoria Arcana In-game content text | We translated the game in German and French ourselves. For Japanese, Simplified Chinese, Spanish and Portuguese (BR), we used AI. If you see any translation mistakes, feel free to let us know! | Reija | 24 | Jun 16, 2026 | |
Maximilien In-game content artaudio | All of the game's text was written by hand by Yohan Dupuy and translated by a qualified professional to achieve high-quality literary English (not AI). AI is only used partially for the visual and audio presentation. | Yohan Dupuy | - | Jun 16, 2026 | |
Ashrose Manor - A Portrait of Forbidden Love In-game content arttext | Generative AI was used to assist in the creation of selected 2D images, sprite assets, and marketing artwork, including some Steam capsule and store assets. It was also used for proofreading and editing written text. All AI-assisted content was reviewed, selected, and refined by the developer before being included in the game or official marketing materials. | Andrea Voggenreiter | - | Jun 16, 2026 | |
Aaron Drake: Ace Detective Store/marketing artaudio | Generative AI was used for some marketing visuals, evidence assets, and music. All other content including scripts, character sprites, and game development was created by the developer. | Fullmetal Typist | - | Jun 16, 2026 | |
The Black Water In-game content art | 部分场景模型,纹理使用ai辅助生成 | Blanc | - | Jun 16, 2026 | |
Feed the Boss Dev only textcode | Generative AI tools were used during development to assist with programming, debugging, text drafting, and localization drafts. All final game content, code, text, and store materials are reviewed and edited by the developer before release. The game does not use AI to generate content during gameplay and does not connect to external AI services while running. | SilentRoom Games | - | Jun 15, 2026 | |
I'd Like to Know More About You Unclear | There may be assets/code created by generative AI. | Bauta Studio | - | Jun 15, 2026 | |
Lost Below In-game content audioart | Generative AI was used to assist in the creation of certain sound effects and texture assets used in the game. All AI-generated content was reviewed, edited, and integrated by the developer before being included in the final product. | KPAP | - | Jun 15, 2026 | |
Water You Doing? In-game content arttext | AI was used to polish marketing images, localization, some small 3d models and textures. | DiSolve Studios | - | Jun 15, 2026 | |
INKURSION In-game content audioarttext | Some sound effects and a small number of textures in this game were created with the assistance of AI tools and refined by hand. Subtitle translations across our nine supported languages were generated using AI from the original English voice acting. Voice acting was performed by real people, with AI tools used only for noise reduction and audio mastering. All AI-generated content was curated and finalized by human creators before being included in the game. | Leo Fernandez-Arias | - | Jun 15, 2026 | |
KRAPHIS : DRILLER In-game content artaudiotext | This game uses generative AI tools in parts of the development and content creation process. Generative AI was used for concept exploration, drafting some 2D image/audio assets, and organizing text ideas. Final in-game content is reviewed and edited by the development team to ensure quality and consistency before release. We comply with applicable laws and platform policies, and will continue to refine or replace relevant content when needed. | ANIMALZ | - | Jun 14, 2026 | |
The Event In-game content art | The Event currently includes three AI-generated projector scenes used only as temporary placeholders, pending replacement with human-made artwork in the near future.(feel free to contact me for any possible collaborations)
Aside from these placeholder scenes, the remaining voice work, including the double voice effects, was created directly by the developer. | Lazy Games | - | Jun 14, 2026 | |
时空·无界 ST UNLIMITED In-game content audio | The music in the game is assisted by artificial intelligence | SHIFISH | - | Jun 14, 2026 | |
Kairos: Until the Dawn Breaks In-game content artaudio | The artwork (character art, backgrounds, and event illustrations), music, and the opening video in this game were created with the assistance of generative AI tools. All AI-assisted content is pre-generated during development — not generated live during gameplay — and was reviewed, edited, and arranged by the developer. We have taken care to ensure these outputs do not infringe existing copyrights and contain no illegal content. | Mokomuku | - | Jun 13, 2026 | |
Papa In-game content arttext | I have used AI to generate images and translate texts. | VimmGames | 35 | Jun 13, 2026 | |
Kaelis: Seraph Protocol In-game content arttext | Generative AI is used during development to assist with some character portraits, 3D environment assets, UI elements, narrative polish, and initial localization drafts.
AI-assisted visual content is based on concepts and art direction created by our team and is reviewed, edited, and refined before use. Localization will be reviewed and finalized by a professional localization provider. | YoshiYoshi Studio | - | Jun 12, 2026 | |
Visitant In-game content artaudio | Music and marketing images. | Condemned Entertainment | - | Jun 12, 2026 | |
Steinvar Dev only artaudiotext | Generative AI tools were used during parts of the asset prototyping and ideation process. All final game assets were significantly modified, refined, and curated by the development team before inclusion in the game. | Cold Cup Games | - | Jun 12, 2026 | |
Escape from Umbra Dev only | We want to be fully transparent with our community about how we develop our game. In this project, we have integrated Artificial Intelligence (AI) tools as an operational support for our team.
How we use it:
- Process optimization: It helps us streamline technical tasks and repetitive workflows.
- Efficiency: It allows us to deliver better work and move forward much faster.
- Resource maximization: It enables the team to save time on mechanical processes to focus on the final game polish.
Our commitment to craftsmanship:
- Total human control: No element of the final game has been left solely to AI.
- Expert review: Every technical asset or piece of content goes through a rigorous human editing filter.
- Manual work behind everything: Technology only optimizes our delivery times, but there is always genuine craftsmanship behind every asset.
- Guaranteed quality: We use AI to empower our team's capabilities, ensuring the essence and final finish of the game remain 100% human.
Thank you for your constant support! | WildSphere | - | Jun 12, 2026 | |
LUNA In-game content artaudiotext | Luna: Obscura is my creative vision (SOSOROS). I designed and built the game's world, levels, creatures, and visual identity over two years. ANORMIC joined in the final year to handle programming and sound design.
The art on the walls: Every painting and sculpture you encounter inside the base is an original, physical artwork. Acrylics painted by hand, sculptures made by hand, by me. No AI, no prints of someone else's work. They existed in the real world before they existed on the moon.
Cover art: The key art combines in-engine 3D renders, AI-assisted generation trained exclusively on my own handmade artworks and 3D sculpts, and extensive manual overpaint and compositing in Photoshop.
Cinematic sequences: The in-game sequences are hybrids, built from direct in-engine screenshots of our own levels and creatures, extended through AI generation. I'm not an animator, and producing these any other way was beyond the scope of a two-person project. I hope the results speak for themselves.
Sound effects & enemy audio: The vast majority of audio was composed and engineered by ANORMIC. For the game's altered human enemies (lunatics whose minds have been overtaken) we made a deliberate artistic choice to use AI-generated vocal sounds. The result is audio that feels disturbingly human but remains completely incomprehensible. AI voice sits in an uncanny valley, and that's exactly where these creatures live. This was a creative decision, not a compromise.
Remaining environmental assets were licensed through the Unreal Engine Marketplace.
Everything else, the levels, the creatures, the paintings, the world, is human made.
And yes, there's a contradiction here. A statement against AI in art, inside a game that used it. I won't pretend otherwise. These two years were me testing that edge firsthand: I used these tools, learned what they can genuinely do, and somewhere along the way my conscience gave me the answer. Even where the hybrid approach worked, and I think the sequences are an honest use of it, I'd rather learn to rig and animate myself for the next project, even if the result is rougher. I stand with artists, and I'd rather earn my skills than borrow them. Sometimes you have to cross a line to understand exactly where it should be drawn.
Where we stand: We're not against AI. We use it gladly where it belongs: code, tools, concepting aid, the invisible machinery of production, the same way we welcome it in medicine and science. But art is different. As creators whose own work has potentially been scraped to train these models without consent, we understand the weight of this disclosure more than most. Our position for future projects is firm: AI should not be in the end result, and where reality forces a compromise, it must remain a hybrid, grounded in our own hands and our own source material, never a replacement for them. We made honest decisions, we're transparent about every one of them, and we stand behind the result. The goal is simple: just the work. | Sosoros | - | Jun 12, 2026 | |
Selubra In-game content artaudiotextcode | Various AI tools were utilized during the development of this game to increase efficiency. Character portraits and certain visual assets were pre-generated using AI, and then manually edited by the developer to fit the game's style. AI tools were also used in the creation of the game's music, sound effects, and localization (translation) processes. Additionally, AI was used as a coding assistant during the programming phase. All of this content was pre-generated during development; the game does not generate real-time AI content during gameplay, nor does it connect to any external AI services. | Muzaba Studio | - | Jun 12, 2026 | |
The Black Ice In-game content audio | AI was used to develop some of the musical compositions. | RED CRAB GAMES | 135 | Jun 12, 2026 | |
Nightmares Awake In-game content audio | AI was used to develop some of the musical compositions. | Antelus Games | - | Jun 12, 2026 | |
Eve Live AI text | This game contains real-time AI-generated text. | Eve | - | Jun 12, 2026 | |
The Night Shift | Dalam Kelam In-game content art | We use AI to help generate our seamless 3D textures and certain in-game photos. The decision to use AI-generated images was made out of respect for individual privacy, by avoiding using real-life human references, we wanted to ensure no individuals or parties are misrepresented. | T55 Arthouse | - | Jun 12, 2026 | |
文豪カタルシス Dev only | In Bungou Catharsis, we utilize generative AI across multiple stages of development to make production feasible as an independent studio. | YUKIKO SATO | - | Jun 12, 2026 | |
Zombus In-game content audiotext | AI was used to generate the voices, while LLM translators were employed for the language translations. | Gaia n' Games | - | Jun 11, 2026 | |
Trickster In-game content art | Some card illustrations were created with the assistance of image-generation tools, then hand-selected, edited, and arranged by the developer. Game design, rules, code, UI, and writing are human-made | Maksym Sysenko | - | Jun 11, 2026 | |
Purrfect Bliss In-game content audioart | We are a small indie team of only two brothers, and all core gameplay mechanics, level design, story, programming, and animations were 100% handcrafted by us.
AI was used strictly for supplementary audio and minor environmental details: specifically, background music, ambient soundscapes, eerie sound effects, and select in-game textures/posters. | ThreeFrauds | - | Jun 11, 2026 | |
暗层 In-game content art | Some visual assets in this game (including 19 case file illustrations and the game icon) were created using generative AI tools during development and are embedded as static assets. The game does not use any real-time AI generation during gameplay. All player experiences are consistent and reproducible. | 暗格工作室 | - | Jun 11, 2026 | |
The Adventurer's Guide to the Another World In-game content audioart | Pre-Generated Content:
We used generative AI tools to create some of the background music (BGM) and environmental sounds. Additionally, some 2D background artwork, such as loading screens, was generated using AI. All AI-generated assets have been strictly reviewed and heavily edited by the developer to fit the game's stylized direction and ensure they do not infringe on any third-party copyrights.
Live-Generated Content:
This game does not contain any live-generated AI content. | ROOT | - | Jun 11, 2026 |